If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

1. Kickstarter is for art and animation assets only. The backend is done as are many subsystems. This means the game releases even if the kickstarter fails (just with crappier art and animation). So

2. The game is old-school in the sense of:
-Shared dungeons/non-instanced content.
-Non-directed questing (not the lack of "?" over the NPCs in the third video).
-Emphasis on emergent gameplay - many smaller subsystems that interact in unusal ways.
-Player freedom. There are no rails.

3. AC1/EQ1 Like
-Classless system (AC1) but with permanent choices.
-Vendor diving (loot sold to vendors remains for others to buy).
-EQ1 like zones (40 zones planned at release)
-Drop loot on the ground.
-Ranger-like Tracking (EQ1)
-AC1 (random) and EQ1 (static) type loot.
-No Auction House (as in original EQ).
-Lots more

4. New Twists
-Permanent choices. For example if you catch lycanthropy and do not cure it, you will be permanently cursed with lycanthropy. This means early on you will be stuck for three full real-time days as a wolf during the full moon.
-Allowed two learned combat skills at a time, switch out at town.
-Low power curve.
-Faction is now indivdiual NPC reputation. You build faction one person at a time.
-Player freedom. Already mentioned, but worth a second. One quest line leads to the possibility of a player turning into a cow. The player can get the curse removed or level as a cow. Certain in-game recipes require milk from player-cows (higher quality than normal).

Pity there's no PvP though...well, I like undirected PvP where you can lose items but have no other artificial consequences ("land control" shenanigans, etc)...so if they could be convinced to make a single FFA PvP server, that would be The Best!

Even for PvE, I'll have to find out what the death penalties are...

Support for my all-pepperjack-cheese food bank charity drive has been lukewarm at best.

Pity there's no PvP though...well, I like undirected PvP where you can lose items but have no other artificial consequences ("land control" shenanigans, etc)...so if they could be convinced to make a single FFA PvP server, that would be The Best!

Even for PvE, I'll have to find out what the death penalties are...

They'd need a lot more money for PvP. Death is complicated as there is a type of Death XP. That is you have to die to gain XP for some skills.

I'm considering funding this, but haven't made up my mind yet. The basic idea appeals to me, but what I've read so far puts too much emphasis on silly minutiae, which muddies the picture. I've been meaning to go through more of the updates and read the development blog to get a better idea of the game, but I haven't had time yet.

I do foresee a lot of aggravation due to limiting groups to three, even though the game is non-instanced. I'm a big proponent of small-group content, but if I were to play the game, I would often be playing with more people than that. Maybe they've already thought of that and handled it, though.

Side note: I'm skeptical of their pledge to avoid stupid memes and pop culture references when $25 gets you a /ymca emote.

The game looks promising to me.
I find some interesting stuff/skills mentioned in the blog like the Patron's Hat, Journeyman's Boots, and the Word of Power, which I'm looking forward to try on. Hope it could make it to launch.